BLE (Bluetooth Low Energy) is a new wireless communication technology that, thanks to reduced power consumption, promises to facilitate communication between computing devices and help us harness their power in environments and contexts previously untouched by information technology. Museums and other facilities housing various cultural content are a particularly interesting area of application. The University of Cambridge Museums consortium has put considerable effort into researching the potential uses of emerging technologies such as BLE to unlock new experiences enriching the way we engage with cultural information. As a part of this research initiative, our ambition has been to examine the challenges and opportunities introduced by the introduction of a BLE-centred system into the museum context. We present an assessment of the potential offered by this technology and of the design approaches that might yield the best results when developing BLE-centred experiences for museum environments. A pivotal part of our project consisted of designing, developing and evaluating a prototype mobile location-based BLE-centred game. A number of technical problems, such as unstable and fluctuating signal strength, were encountered throughout the project lifecycle. Instead of attempting to eliminate such problems, we argued in favour of embracing them and turning them into a cornerstone of the gameplay. Our study suggested that this alternative seamful design approach yields particularly good results when deploying the technology in public environments. The project outcome also demonstrated the potential of BLE-centred solutions to reach out and engage new demographics, especially children, extending their interest in museum visits.
翻译:Bleo(蓝牙低能)是一种新的无线通信技术,由于电力消耗减少,我们承诺促进计算装置之间的通信,帮助我们在信息技术以前没有触及的环境和环境中利用它们的力量。博物馆和其他设施容纳各种文化内容,是一个特别有趣的应用领域。剑桥大学博物馆财团已作出相当大的努力,研究新兴技术的潜在用途,如Bleam Bleoth Dollow Energy(蓝牙低能),以释放丰富我们参与文化信息的方式的新经验。作为这一研究倡议的一部分,我们的目标一直是审查在博物馆中引入以Bleo为中心的系统所带来的挑战和机遇。我们对这一技术提供的潜力和设计方法的评估,这些技术在为博物馆环境开发以Bleod为中心的经验时可能会产生最佳效果。我们的项目的一个关键部分是设计、开发和评价以移动地点为基础的以Bloble为中心的原型游戏。在项目生命周期中遇到了许多技术问题,例如不稳定和波动的信号强度。我们不是试图消除这类问题,而是主张将它们加以接受,并把它们变成游戏式的奠基石。我们的研究还提议,在开发博物馆环境中心环境时,特别是将这种潜在结果用于扩大,从而产生良好的战略结果。我们所展示的建筑中心的结果。我们的研究还提出在展示了以儿童在新的环境中,在展示中,在试验中展示了这种潜在的结果。